Quick answer: Add a Slot node with the montage's slot name into the AnimGraph output chain so the montage pose is layered on top of the base locomotion.
Play Montage can report success while nothing visibly happens. That means the montage's slot is not present in the AnimGraph and its pose is discarded. Here is how to route it through.
How to fix it
1. Add the Slot node to the AnimGraph
In the Anim Blueprint AnimGraph, insert a Slot 'DefaultSlot' node between your locomotion pose and the output. The montage only contributes if its slot exists in the graph.
2. Match the slot name exactly
The montage's Slot in the asset must match the Slot node's name. A montage on a slot the graph never references produces silence even though playback succeeds.
3. Confirm you used the right mesh
Play the montage on the skeletal mesh component that runs this Anim Blueprint. Calling it on a different component or via the wrong reference plays nothing visible.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.